Pretty cool guy, doesn't afraid of deadlines. Plays Warframe instead finishing BrewLAN and getting all the girls.
I can do separate mods that do those things with like 5 bytes of changes.
Not sure what you mean by a reverse teleportation effect though.
It isn't, no.
That's not the correct place to install the mod.
Can you provide the log?
This sounds like an issue that could only arrise on FAF.
That is the UID of the container mod. I'll talk to Fry about it, who handles all of my FAF uploads.
In the meantime you can fix it locally by going into the file located at /mods/brewlan_units/brewshields/mod_info.lua and deleting the line(s) that refer to requirements, which should also refer to that UID.
It's slightly worrying that this has only come up now though, 'cause the FAF release is a year behind still.
Are you getting this message when you try to enable the mod?
Bubble Tea has no listed requirements. Do you have a conflicting version in the other install location?
The game will load mods from both your documents and the game directory.
You could also try enabling the launch options /log logname.log or /showlog to see if it's throwing any errors. The launch option /enablediskwatch may also help make sure there's no weird caching going on.
If that doesn't somehow fix it, providing the log from that might indicate something.
I replied to them in the PM they sent with the log; they had the mod nested inside two mod folders instead of one.
That's intended. It's for AI army balance purposes.
It was developed on the Steam version.
If you set the launch option "/log logname.log", which will save a log file called logname.log to the game directory, run the game up to the error, and put the log in pastebin and link it to me it might shed some light on what is happening.
You can set the launch options by right clicking the game in Steam, > Properties > General > Set Launch Options.
Did you remove old versions before installing? Can you provide logs?
Okay, not sure how that happened, but there's a typo in the script.
You can fix your local copy quite easily:
* line 79
* the 'o' should be 'do'
So instead of 'for i, v in self.Hologram o' it's 'for i, v in self.Hologram do'.
I'm not in a position currently to investigate how that slipped though, or to confirm that fix, but that should fix it.
The charge/cool down times/costs are based on the units it is trying to teleport. It will try to teleport anything, regardless of team.
The teleport will fail if it isn't a valid location on the other side, although something else may have happened.
Iyadesu breaks many rules like that. It doesn't care if it's supposed to be buildable, just if it can touch it.
If by "novax satellites get stuck" you mean that after they get built they don't get launched then that sounds like something is causing an error.
If you can provide logs for the disappearing teleporter and stuck satellites that would be helpful.
Mostly just exist, but they can reclaim and assist.
It's less useful on smaller maps. The last upgrade grants vision though.
I didn't add an experimental missile launcher or touch the existing one.
What other mods are you running, did you install it correctly, and can you provide a log?
They output on average nearly double the energy of the regular generators for resources spent on them, and the amount they give at any given time is global for all players. At their very worst they are only around half the efficiency of regular generators. And if they are sucking they are sucking for everyone equally. They won't be affecting you any more than anyone else.
They are also supposed to be acompanied by tidal generators, but only the Seraphim one is complete, and that only matters on ocean maps.
Sprouto's had access to it since early september. Your guess is as good as mine.
0.8.9 is compatible, yes. It doesn't match Sprouto's balance, and the AI might not use it as well as it does with the included version of BrewLAN, but it is compatible.
As far as I'm aware, it all works except for the Pillar of Prominence, although if I missed anything let me know. I'll be talking to Fry on FAF about getting the vault version updated in the next few days, so it'd be good make sure it all works there.
The abridged changelog is under construction. The full changelog since 0.8.3 is over 500 lines. You can find that here though: Github.com
It's in the upcoming version. I post images of units as I make them.
If you use the launch command /log logname.log it will save the game log to that filename in the game directory. I assume since you're asking here that you're using this version (0.8.3)?
I recommend disabling other mods one at a time to see which is causing the issues. Although offhand Experimental Wars often causes a lot of issues; it overwrites a lot of stuff that it really doesn't need to and messes with a lot of things.
What mods are you running, and can you give me the game log?
What is the problem?
You probably installed it wrong.
Both versions are almost entirely identical and you probably wouldn't spot the difference either way.
If you're worried you can install this version entirely in the game directory rather than split between gamedata and my documents if it's not already, that way since FAF doesn't load from the default game directory they can't interact at all.
I don't maintain separate versions. I can't stand the thought of doing parallel development for different variations of FA, so I make the same code work on all of them. It even (mostly) works on the original Supreme Commander. The only differences between this version and the version on the FAF vault are a function that I added to make use of the under-construction-experimental-order-queuing feature on FAF, which I added shortly after 0.8.3 and didn't see the point in making another update here for, and also the FAF vault version has the Aeon Experimental Shield from Bubble Tea disabled because I could never get it to work under their modified shield code.